Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.

At the start of each day, choose a skill associated with the attribute you choose or a tool proficiency. You are considered proficient with that skill or tool for they day. After a long rest, you may change the skill.

Basics-A get rich quick job in Eberron? That CAN’T FAIL! The players take the roll of level zero characters as they attempt to earn a ton of money on a simple pick up and deliver job. Along they way they get a ton of thing to sell for millions of GP, but how will they do it?

Theme or Fluff-The story of What’s Past is Prologue is a pretty simple one, but it’s done well. The players get pregenerated characters that they will meet later in the Eberron adventurers league adventures. This story tells how the characters got together, how they get a ship, and how they are amazing wealthy. That part of the story is fun and really tells a great Eberron based story while giving me the GM a jumping on point to dump the Eberron goodness on my Forgotten Realms/old school fantasy only players. The only real problem with a prologue based story, is players always do things they are not supposed to do! The adventure gives some guidelines for this, but honestly, my players could not ditch the skyship fast enough! It might have been easier to instead of having a Sharn based section where the players can go off the script have some other story of how the characters fix their newly acquired ship. It’s not game ending, but be ready for this eventuality! 4.5 /5

Mechanics or Crunch-This adventure features something new in DnD-level zero characters! I love level zero character in Shadow of the Demon Lord and DCC/MCCRPG, so this was great for me! My players had to adjust to this, but they dealt well. Aside from that, the encounters are balanced with the limited power of the players. Running DCC style funnels in DnD 5e is a valid way to build characters now! 5/5

Execution-This is a solid modules that is spaces nice, reads quick, and provides most of what I want in an adventure. Its a PDF, so that makes me happy! But, it doesn’t have hyperlinks between the parts so I can quick navigate. Also, this modules again doesn’t have much if any box text. BOX TEXT IS SUPER IMPORTANT! It lays the scene for the GM to get in the right headspace on the fly as well as making sure the author lays out what information the PC have right away without the GM having to take notes on what’s in the scene. The first paragraph of each section is like box text, but I as a GM have to read that, chop out my parts, and give a good scene starter to the players. Another issue is the number of pregens. You can have seven characters at a DnD Al table, but this adventure only comes with six. If you want to run seven, you have two of the same character, and that’s not as much fun. Aside from those issues, the book is laid out gorgeously. The layout uses lots of old Eberron artwork. For a non-WOTC product on the DMs Guild, this is the exact reason the Guild was made-get non-WOTC people to make great product using art assets that usually only WOTC could reprint. This book has some obvious flaws, but it’s still a solidly produced book. 4.25 /5

Summary-The best and worst part of a DnD story are the players. In a homebrew game, where the players can completely 180 degree their characters because they want to, free choice is amazing. In a prologue adventure, that freedom hurts the story a bit as the PCs behave in ways the regular characters would not. That said, the story here is a great one and I can’t wait for the next part of the story and how players own characters will interact with their prologue selves. The new mechanics here work well, are simple to implement, and easy to understand. That’s the trifecta of new bits on an RPG system, so good job! The execution is a bit off, but not in a way the will destroy the product. GIVE ME HYPERLINKS AND BOX TEXT! We’re exploring a ship, so having a ready to go box text will rapid fire my players through the exploration and get me in the rooms mood. But, the book look AMAZING! I love the layout, text, spacing, and all the wordy bits that some modules forget are an important part of the human reading process. If you want to jump on the Eberron Adventurers League season, then this is an excellent way to start. 92%

This spell creates a floating wooden bow or crossbow that moves with you and stays within 5 feet of you. The bow operates as normal, requiring an action to use, but the bow will conjure an arrow as part of the action to fire the weapon. The action that fires the weapon does not require you to use your hands, and you use your spellcasting attack modifier for the attack. The weapon does damage as a non-magic bow. The bow can be attack as normal and for all purposes is a normal wooden bow for targeting, hit points, AC, and damage.

Lying Corpse

SPELL 5
Illusion Casting 10 minutes (Material, Somatic, Verbal)Range 10 feet; Targets all targets in range
Duration 10 minutes
You cast a spell that appears to be talking corpse in all forms except you control what the corpse says. Casting this spell prevents any future casting of talking corpse with this corpse. Any attempt to determine a false spell can be detected with a successful Religion, Occult, or Arcana check and a successful perception check. For each target, the effects of lying corpse are based on the target’s Will saving throw.Success The target does not believe you cast the spell correctly and does not believe the corpse’s responses.Critical Success The target knows you cast lying corpse and disbelieves the result of the spell.Failure The target believe anything the corpse says as per the spell talking corpse.Critical Failure Per failure, but the target’s is immediately subjected to the failed result of the suggestion spell.

M4 Death Ventriloquism

You cast a spell that appears to be speak with dead in all forms except you control what the corpse says. Casting this spell prevents any future casting of speak with dead with this corpse. Any living person hearing the spell may attempt a Will saves or use Spell Resistance to disbelieve the spell. Any attempt to determine the false nature of the spell can be detected with a successful mysticism check and a successful perception check. The DC to determine this effect for all checks is equal to 10 + 1/2 your level level + your Wisdom modifier. Any check that fails reads the spell as speak with dead.

You cast a spell that appears to bespeak with deadin all forms except you control what the corpse says. Casting this spell prevents any future casting ofspeak with dead with this corpse. Any living person hearing the spell may attempt aWillsaves or use Spell Resistance to disbelieve the spell.Any attemt to determine a false spell can be detected with a successful knowledge(arcana) or knowledge(religion) check and a successful spellcraft check. The DC to determine this effect for all checks is equal to 10 + 1/2 your cleric level + your Wisdom modifier.Any check that fails reads the spell asspeak with dead.

Death Ventroquism

4th level illusion

Casting Time:1 action

Range:10 feet

Components:V S M (Burning incense)

Duration:10 minutes

Classes:Bard, Cleric

You cast a spell that appears to be speak with dead in all forms except you control what the corpse says. Casting this spell prevents any future casting of speak with dead. Any attemt to determine a false spell can be detected with an Intelligence (arcana) or Wisdom(religion) check, made with disadvantage. Any check that fails reads the spell as speak with dead.

Lord Giveth, Lord Taketh M1–6

School necromancy

Casting Time 1 standard action

Range touch

Targets one living creature

Duration instantaneous

Saving Throw Will half ; Spell Resistance yes

With a touch, you steal the life from a creature in range and and invigorate a different target, restoring a number of Hit Points equal to the damage dealt. If the second target regains all of its Hit Points as a result of this spell, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn’t enough to restore all the target’s Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount. You can’t transfer more Hit Points than you have or more Hit Points than the target is missing.

Lord giveth, lord taketh damages the first target with a number of Hit Points of necrotic damage depending on the spell’s level.